Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts

[HMtW] Making a Magic Sword

 
Or, rather, making a sword magic. Y'see, a sword ain't magical when it's forged. It's just a peice of steel hammered all to hell and sharpened to a razor's edge. Sure, it might be of a fine quality, but not magical. And yeah, a wizard might find a way to enchant it, but that ain't the sword being magical. That's just a spell living in a sword for a bit. You're gonna need to refuel it at some point. 

"But what about the Elves?" BuT wHaT aBoUt ThE eLvEs?The Elves got them vague rings of power bullshit, but 1) that's elves. Different technology. 2) That's rings. 3) That's bullshit. 

Look, all this is acedemic and extremely pedantic. 

The point is swords gain a form of natural magic through their usage in notable deeds. By a mythos having been built behind them. As magic is the focusing and harnessing of the Caster's will to imprint upon Reality, via spirits living in their skull, the sword - not having a will of it's own - must use a form of distributed processing. People believe it must be magical, so it is; a magical tulpa taking up residence within the sword. 

So how do you go about it? Well, first of all, I've been ranting about swords, but it works for any weapon really. Maces, hammers, halberds, pistols, knuckledusters, what-have-you. Secondly, you do it by taking meta resources from the guild: When you return to the City, if any Noteworthy Deed was performed specifically with that weapon ("an impossible shot", "the final killing blow to a dungeon lord", "killing 25 of a certain type of enemy") then, instead of listing it to the party's Guild Roster, the player makes a note of the deed on their own sheet. The roster is still affected by the number of deeds limit, and the erasing requirement. 

With each of these "stored" deeds comes a notable detail. Re-describe your weapon to the group, to remind them, using this new detail. It's always been there, just now it stands out more. Suitable details include runes (a classic), jewel encrusted hilt, a living eyeball for a pommel, a wicked serrated edge along the spine; anything really. Get weird with it. Enjoy yourself. You've earned it. 

After three of these deeds (which do not erase, unlike the guild's) give the weapon a name. You haven't given an unworthy weapon a name already, have you? That's incredibly unlucky. Anyway, also give it a power related to one of the deeds. 
    • Slay the Avatar of Sha'neth, Mother of Ungoats? The weapon is now treated as "salt" when attacking Ungoats. 
    • Slay a shit load of mimics? The weapon now glows when mimics are near.
Need inspiration? Just draw a card and look at the list. GM has final say over any result, obviously. 

<sidebar>
Having the player draw the card gets them active and excited in the weapon's creation. Also gets them to do some of the thinking labor.
</sidebar>

[Creature] refers to the type of creature involved in a related notable deed.

CardPower
IAnimal Form - Wielder may spend a Resolve to take the form of one specific animal. Gear included, but not accessible.
IIBiter - On a successful attack against [creature], spend a Resolve to deal 2 wounds
IIIBlinding - A successful attack against [creature] automatically Blinds them.
IVBully - A successful Roughhouse against [creature] also inflicts 1 wound.
VDetection - Glows in the presence of [creature]
VIDevastating - A successful attack against [creature] automatically Roots them.
VIIIgnite - Spend a resolve to cause the weapon to ignite into flames without being consumed. It's just fun.
VIIIMaster - When at full health, the wielder may fire spectral versions of the weapon, attacking as one would with a wand.
IXPanic - Holding the weapon aloft and making a Wands check forces [creatures] to leave the zone
XReminder - Ripostes against [creature] are made with Advantage.
PageRevealing - Wielder can clearly see any Shrouded [creature] within the zone
KnightSlayer - Acts as [creature] weakness, if any (salt, fire, etc)
QueenStriker - Should [creature] be Intangible, wielder treats them as "No the fuck they ain't"
KingUntouchable - You may freely disengage against [creature]
FoolDraw twice, baby!

Now, Noteworthy Deeds can be "good" but also "dastardly." IF the weapon was used in any especially bastardly deeds, the GM themself can force the deed to be accredited to the weapon. Three of these and, Buddy, you've got yourself a cursed weapon.


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[HMtW] Bone Charms

 Every death in this world is a sorrow, every murder a stain. Yet what happens when a Hilbert Whale, a creature of beauty from a higher dimension of reality, is brutally murdered in a lower realm? It’s last moments of anger and rage and fear and hopeless struggle freezing as near physical manifestations. Using the beast’s bones, and a little scrimshaw, folk wizards are able to bind these final moments into charms to bestow small but helpful effects upon the wearer. Some might think these as actual magic, but magic starts in the outer realms, and the whales are purely of the Flesh. No, these are items of Probability made Physical.

We take their lives, we take their body, we take their fluids, and now we take their deaths. Is there no level to which we won’t sink?


Yes, I obviously stole this idea from the Dishonored series


Bone Charms of the Astral Sea
Each takes up a single inventory slot and are consumed on use, shattering as the Reality stored within manifests on the local space-time. Which, in turn, also causes Stress. Charms are largely identified by the sudden rush of emotion left over by the whale, experienced when picking them up, as described by the italic text. (Annoyingly I have to indent for the italics to work). Visual descriptions too, would be helpful?

A Turned Bolt Never Fells
"That terminal, desperate, futile hope that the final lance strike would miss."
Two curved arrows, twisted around one another. Ranged attacks are redirected towards a nearby valid target, for the same attack value.
Bloody Defiance
"Defiance, bloodied but unbroken until the end. Pointless."
A broad, flat piece, adorned with a tiny iron sprocket. Some whales, when beginning to be stuck with multiple harpoons attempt to flee, rising to higher dimensions for safety. Others, prefer to stand their ground, bloodied but defiant. Add the number of Wounds (not counting Notches) the wearer is currently suffering to their Initiative for Defensive purposes.
Bloody Riposte
"That final moment of aggressive panic that could have changed the outcome, were it for naught."
A cruel little piece, all sharp angles and straight lines. Add the number of Wounds (not counting Notches) the wearer is currently suffering to their Riposte score.
Dying Heart's Desire
"Lustful, hungry, aggressive wanting. The sort that binds a poor bastard to the cruel wheel of rebirth."
Crystalline covetousness, inlaid with jealousy. If you know a person has an item that you desire, spend a Resolve to find it within your inventory. Must be a specific item known to you and able to fit in your inventory.
Essence of the Long Watch
"Memories of long solitary treks; never ending, never resting."
A long stretch of bone, carved ever too thin. The wearer can perform an additional Camp Action at the cost of being Stressed.
Falling Satellite
"That tinkling in the pit of your stomach when gravity suddenly realizes that you are someone it should be concerned with."
A central sphere encircled by sail like wings. When falling from a boat or ship into the Void, the wearer briefly orbits the vessel and lands on the opposite side.
Firm Hand of the Greaser
"A fleeting force of will, called up by a dwindling reserve of determination."
A vaguely hammer shape, cracked and lashed. By giving a firm whacking, and spending a Resolve, you make a broken magical machine operate as though repaired. Note: this does not actually repair the machine, and further usage will require proper fixing.
Fortune Favors the Gold
"A frenzied drive for capital, sending desperate Fools to desperate shores for desperate acts."
A flat, crude circle mimicking holed coinage. The next treasure you sell returns +10% the agreed upon price. The merchant doesn’t overpay, so much as the extra money appears unknowingly during the exchange. No, not magically; we've discussed this.
Grim Notes of the Thieving Type
"The grim realization that when this is over, you will be forgotten; a vague experience in a sea of chaos."
Cracked bones, jagged and angry. Gone now, the whale felled and butchered; who will sing of its death? Who has sung of its life? By loudly singing a dirge at a lock, which may attract attention, you open it as though you had the key.

Lance of the Bloodied Sailor
"Bloody determination in the face of inevitable defeat."
A pointy little thing of all spikes and hatred. Slowly drips blood, but who's? When Injured, your next successful attack does Critical damage.
Last Grasp of the Slain
"Roiling, boil anger, seeking retribution against those who have trespassed against you."
A spherical mass surround by crude curves of tentacles. Upon being Wounded, shadow tentacles lash out, Rooting everyone else within the Zone. Targets can recover normally, except those who have slain a whale: they must discard two cards to recover.
Lessons Learned for a Price
"That very sudden and undeniable realization you've fucked up."
A fragile looking thing, thinly carved and trimmed with cracks. Gain 1XP the next time you fail a Test of Fate.
Lucky Vestigial Foot
"A strange sense that things might, actually, despite all supporting evidence, work out for the best."
These bones of the forgotten hind limb are weighted with Luck. Allows the wearer to draw one more card during a test of fate BEFORE pushing their luck.
Memory of the Failed Escape
"The undeniable need to get away. To escape. To flee. Undeniable, but unfulfilled."
Curved pieces meeting at jagged edges, and lashed by sinew. Character may Dash as an interrupt action. Disengaging is automatic, and carries no penalty in this specific instance.
Protection of Saint Laika
"The feeling you've done well, paired with unending loneliness. Cold and adrift."
Carved in the shape of a tiny shield, bearing the mark of St. Laika. Provides one unrepairable notch to suffer any blow as though Armor.
Restorative Vengeance
"The knowing that you've been wronged and will continue to be until you show you aren't helpless."
Carved as though a head of an axe, with blade tongues pointing in opposite directions. Felling an enemy heals a Wound.
Reverberations of Echo’s Lore
"Whispering voices echo in your mind, bringing you knowledge to which you should not know."
A small bone, uncarved, though etched with an unknown alphabet. Acts as a needed Motif for a single Lore bid.

Virtue of Spoiled Rations
"The fleeting moment of relief between instances of your stomach being evacuated."
Three toothpick sized slivers, jammed through a pebble sized chunk of astrogris. Automatically clears an Affliction during Rest and Recovery.

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Skrew Korps

What do you get when you jam the Military Industrial complex together with mindless Hollywood entertainment and force feed it to a culture that fetishizes technology, and is so degenerate and jaded to violence they actually see it as a form of entertainment?

 Skrew Korps! *

Follow the war crimes thrilling adventures of psychopaths bold heroes as they invade countries for oil protect freedom around the world! Having insanely agreed to remove their brains from their healthy bodies been severely injured in combat by cowardly enemy forces and installed into life saving devices, the Skrew Korps travel the world overthrowing democratically elected governments at the behest of corporations righting wrongs and saving the day! Watch every Thursday at 9:30, after Family Pharmaceutical Challenge, only on CIA-TV!

Alright, what the damn hell did I just write?

Skrew Korps! is that horror produced when military field operations meet live documentary. Think "Parks and Rec," but with war criminals (besides Chris Pratt) and real. Named after an old comic book, the team is formed of four special operatives, along with their robotic mascot, who are effectively brains in jars, each one capable of interfacing with special machines and robotic bodies to assist in field operations. 

New Augment: Brain Case
(might also be called "Brain Box" depending on how my attention waxes and wanes) 
The user's brain is encased in a protective case, much like the recorder in an aircraft. Should the user's body - organic or mechanical - be killed or destroyed, the case is ejected to a safe distance and a beacon activated, allowing for retrieval. This is usually messy in organic bodies. 

The Team

Sergeant Daniel "Big Boy" Smith 
Demolitions and Artillery  
Brain Case: Titanium black-box, capable of surviving heavy explosions. 
Favored Weapon: Tactical nukes
Major "Story Arc": There was a "miscommunication" about a civilian hospital during season 3. Radioactive cleanup should be completed within the next few years. 


❤️ 6 (d8) ⛊ 6 ⊳⊳ 10 ✔️11 🎓 7
💀 14 (reckless, over confident)
⚔️ 6 Tactical_Nuke (hr, 2d8, 20, Radiation)






Captain Rebecca "Hive Mind" Monroe 
Drone Master
Brain Case: A dedicated drone 
Favored Weapon: Drones
Major "Story Arc": Having a consciousness scattered across so many drones has fractured her mentally, somewhat, and additional personalities have surfaced. None of them good. 


❤️ 6 (d8) ⛊ 4 ⊳⊳ 14 ✔️11 🎓 12
💀 12 (insane) ⚔️ 6 Mounted_Guns (mr, 1d8, 8)
§Distributed Body: Each hit die is a separate body
§Centralized Network: Destroying the Brain Drone shuts down remaining drones


Lieutenant Templeton "Face" Fleck
Master of Disguise 
Brain Case: Realistic looking human head with switchable faces
Favored Weapon: Words
Major "Story Arc": It's been rumored Lieutenant Fleck has been moonlighting as various high level government officials. However, as long as he doesn't impersonate corporate higher-ups, the producers of the show have no real issue with this.


❤️ 6 (d8) ⛊ 0 ⊳⊳ 12 ✔️14 🎓 10
💀 8 (hates fair fights) ⚔️ 6 Silenced_Pistol (lr, 1d6, 8, Silenced)
§Chameleon: Given 5 minutes to adjust, he can take on the appearance of anyone he's seen before





Colonel Bill "Tacticus" Smith
Leader and Brains of the Operation
Brain Case: A human head shape with spider-legs, trailing apposable wires with various connectors for interfacing, the brain inside soaked in NeuralChem and stimulants. 
Favored Weapon: Smarts
Major "Story Arc": While not controversial, his part in what was later revealed to be an ARG (alternate reality game) by the show's producers and lawyers was reviewed as "confusing" and "uninspired" as several unrelated forum posts read simply "PLEASE LET ME DIE" over and over until character limits were reached. 


❤️ 6 (d8) ⛊ 0 ⊳⊳ 12 ✔️10 🎓 18
💀 19 (Wants to die) ⚔️ 6
§Natural Hacker: Should he attempt to hack something, he will succeed.
§Override: Should he be able to connect to a device, he will be able to take it over.


Mausu
Animal Mascot of the Team
Brain Case: N/A, Mausu is an AI inside of a robotic body
Favored Weapon: Knives. Those poor coeds. 
Major "Story Arc": It was revealed in Season 6 that Mausu was the money launderer for several terrorist organizations, however after an awkward hanging of the lantern, the plot point was just sort of dropped. 


❤️ 4 (d8) ⛊ 4 ⊳⊳ 14 ✔️12 🎓 10
💀 12 (mind backed up) ⚔️ 6 Knife (lm, 1d6, 20/0, Throwable)
§Backed up: Regularly backs up their mind and personality to an external storage.




*Certainly spelt with a 'K' due to market research and not a typo that went unnoticed due to lowered military education standards

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d66 Books to Find in a Dungeon

Why?

Why not?

Titles and subtitles are in bold, descriptions (if applicable) are not. 

1
1. Delver's Delights: 101 delicious recipes for the desperate or devilish pallet, ranging from cannibalism to veganism.
2. Smells of the Underground: Methods for detecting poisonous gases by smell alone.
3. Gem Collector's Field Guide
4. The Handmaid's Ankles and Other Lusty Imprints: A collection of imprints made from erotic wood engravings
5. A Beginner's Guide to Trap Finding: Found on a skeleton still caught within a trap
6. From Slave to Pirate Caliph: The Unlikely Life of Captain Tuberous Flynn

2
1. Tuberous Flynn and the Phantasmal Kraken: a fanatic's fiction
2. The Twelve Holy Geometries and the Singular Forbidden Shape
3. Orphans: the Under-Used Byproduct of Industrialization
4. Of Mimics and How to Find Them: The book is definitely a mimic
5. Fire Safety for Dummies: The book is partially singed
6. The Words of St Farious Unto the Emancipated Collectivists of Gren: A Mediation

3
1. Songs for the Underworld: A collection of spirit bolstering hymns to sing in the gloom of the underworld
2. Snakes, the True Messiahs
3. "S" or "F": a self guided practice for improving handwriting
4. Down Where the Stars Can't Find You: A Treatise
5. You Don't NEED That Part: A beginner's guide to emergency field chiurgeonry; 2nd printing, now with helpful diagrams
6. Barthwyn's Guide to Illeism

4
1. They're Not Your Party Member Anymore: Tips for handling the undead
2. Bugonia and Other Rituals: A collection of spontaneous generation recipes
3. The Cruelties of Eidos and Pneuma
4. The Heresies of Tannhauser
5. Physics and Other Superstitions
6. The Six Holy Sounds and How to Find Them in the Underworld

5
1. auream formidinem: Unsure what this is, but the images on the gold leaf pages sure are pretty in their movements
2. Katabasis: A Rule Book: Never been opened
3. Lichen Constellations: Navigation on an Underworld Sea
4. A Heretical History of Empires Past and Future
5. Flamingos: Fact or Fiction
6. Collected Works of the Poet-Kings: It's not great. 

6
1. A Pamphlet for an Anarch Werewolf commune
2. Number Witches: A Growing Concern
3. Cataphatic Theology and other Heresies
4. Ten Things Zegrem Hates: It only goes up to six
5. A Sinful Bible that escaped the burnings
6. Parchment covered in pictograms detailing the next few rooms
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The Wrecktangle



I've recently learned of a thing: Beautiful in it's simplicity, a masterwork in it's craftsmanship. Simple geometric form imbued with time and talent to create a work of art. 

Ugh. I should have sent a poet. 

Look at it for yourself:


The Wrecktangle, by michaelcthulhu
Chaos starts at 1:23:00

I just...god damn. I need this in my games. Cyberpunk, fantasy, other genres - it'll work. I'll make it work. 

The Wrecktangle (Y1000) 
Heavy Melee Weapon (1d12) 
* Heavy Weight
* High Quality
* Rend
Provides AC bonus as a Shield (+1) 
Takes up 3 inventory spaces

That's it, no real substance here. I just had to share this glory. 




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//GLOG/Optional/Armor


That thing I did with weapons? Doing it with Armor. End of intro.

Actually, a note: In the listed features the obvious option of "bulletproof" ain't present. That's namely because without that feature the armor really isn't armor, is it?

Armor

  • Light Armor - 1 feature
  • Medium Armor - 2 features
  • Heavy Armor - 3 features

Features

  • Active Camouflage - Microcameras transmit images to micromonitors on the opposite side of the armor, making the wearer harder to see. +2 to stealth
  • AR Broadcasting - Transmit customizable images and/or messages detectable in augmented reality.
  • Cheap - This armor is of poor construction and/or shoddy material. Only has one endurance point, leaving it to break on a critical failure/success during a Defense check. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper.
  • Drag Handle - Sure, it seems silly, until your buddy has to figure out how to move your broken body and shot at attackers at the same time. Allows you to be moved without taking up inventory slots via a free hand
  • Grapple Protection - From spikes to strips of electrical plating, the armor offers protection from being grappled. Anyone sustaining a grapple receives damage based on size (light d4, medium d6, heavy d8)
  • Heavy - Adds an additional encumbrance point to the armor.
  • High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however.
  • Injector - Stores one dose of chemical and allows for injection without a free hand. 
  • Insulation [Cold] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Insulation [Electric] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Insulation [Fire] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Insulation [Radiation] - The armor is specially adapted to protect against a certain type of damage. Damage by that type is reduced by 2. Look at me, padding the list. I'll probably just copy/paste as well.
  • Kinetic Dampening - Be it reinforced ceramic plates, rubberized polycarbon chainmail laced within the armor, or some third gibberish phrase of impressive sounding words, the armor has enhanced ability to absorb impact damage. The FIRST time you would receive kinetic damage (even as little as 1 point) ignore it. This feature will need to be repaired after usage. 
  • Life Monitor - Monitors the wearers health and projects measurements into AR. Gives tool bonus to medic trying to apply their trade to the wearer.
  • Light - Imposes one less encumbrance point than usual.
  • Quick Access - Allows one inventory slot to be used as an additional quick inventory slot


It took you a month to write this?
Naw, I've just things to do, man. You know the drill.




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//GLoG/Optional/Weapons


In working on the Drone system, I grew to like the idea of the modular feature system. Seemed good to me and feedback was generally positive. So, now, it's getting applied to Weapons as well. It'll be jammed into Armor too, at some point. This allows for avoiding an over long list of ever so slightly different weapons, as well as allows for a Borderlands style gun generator. Hope you like exploding mono-filament swords. Or reinforced depleted uranium shotguns.

That Ammo system I wrote a while back? Hot garbage. Cast it from your heart and turn your gaze from it. We will speak no more of it.

The list of features for melee and range weapons started off fairly different, but as progress continued, they soon grew more and more similar. But it was too late! They're were made as separate lists, they'll be published as separate lists. Also, some of the features are ever so slightly different between the two.

Also, I fully acknowledge prices would be helpful, however I don't intend to fix this until the generator. I am hideously cruel.

Features are stackable.

Melee Weapons
  • Small - 1 feature
  • Medium - 2 features
  • Heavy - 3 features
Features
  • Cheap - This item is of poor construction and/or shoddy material. Only has one equipment condition check, leaving it to break on a critical failure/success. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper. 
  • Collapsible - Is able to be broken down into multiple parts that appear dissimilar or as other mundane objects, in order to fool anyone performing a search.  
  • Depleted Uranium - The world of 20XX has a lot of this stuff. Too much. Some dumb bastard as plated the hitting part of a melee weapon with it. Leaves traces of radioactivity on targets. 
  • Electrified - The hitting end of this weapon has an electrical current running through it. To a non-cyberaugmented person, the pain of the electricity is usually ignored due to the larger pain of the weapon hitting you. To an augmented person, however, the electricity causes havoc with the nerve feedback systems, doing an additional dice of damage. (1d6 becomes 2d6; 4d6 becomes 5d6; etc) 
  • Exploding - Creates an explosion forcing everything in a 20' radius to Save vs Explosion, or take 1d6 damage. Consumes current item on usage. 
  • Flaming - Part of this weapon literally catches on fire, doing an extra 1d4 Fire damage. Probably scares the hell out of people not expecting it. 
  • Flexible - Made to whip and bend. Ignores bonus from Shields.
  • Heavy Weight - Takes an additional Inventory slot.  
  • High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however. 
  • Light Weight - takes up one less Inventory slot. Down to 1/2 slot. 
  • Mono-filament - The Vorpal of cyberpunk. Removes a limb from the target on a Critical Hit. Removes a limb from the user on a Critical Miss. (1d6: 1.Right Arm, 2. Left Arm, 3.Right Leg, 4.Left Leg, 5. Head, 6. Torso)  
  • Poison - Has poison injector within blade, with supply reservoir in the handle large enough for one dosage.
  • Ranged - Whether the weapon is designed to be thrown, or has a ballistic spring loaded blade/head attached to a button for a sudden and violent release, this feature allows for a single, ranged attack, requiring a reload for the item to be used again.  
  • Rend - Weapon is designed to damage the armor as it attacks. On top of the applied damage, Armor takes an equipment check.  
  • Stun - On successful attack, target must Save vs Electric, or be stunned for 1d4 rounds. 
  • Thrusters - Micro rockets on the backside of the hitting part push it forward just a little bit harder. +1 to damage. 

Ranged Weapons
  • Small - 1 feature
  • Medium (1 hand) - 2 features
  • Medium (rifle) - 3 Features
  • Heavy - 4 features
Features
  • Auto-reloading - Automatically reloads the weapon, should further ammunition be within user's inventory. 
  • Auto-targeting - The on-board computer is a bloodthirsty sonovabitch. +1 to Attack. 
  • Cheap - This item is of poor construction and/or shoddy material. Only has one equipment condition check, leaving it to break on a critical failure/success. Critical failure range is increased by one (20 becomes 19-20). Critical success decreases by one (1-2 becomes 1, 1 becomes 0). On the upside, it's much cheaper. 
  • Collapsible - Is able to be broken down into multiple parts that appear dissimilar or as other mundane objects, in order to fool anyone performing a search. 
  • Depleted Uranium - Leaves traces of radioactive material in the target. Also horrible cancer decades later!
  • Explodable - Explodes (1 round delay), attacking everyone within 20' for (current ammo/2)d4 damage. Consumes the current item on usage.
  • Explosive - Uses exploding rounds, doing 1 damage dice size larger. Critical fails in attacking destroys the gun and damages the user. 
  • Flechette - Fragile projectiles that shatter upon impact. Armored targets are immune to further effect, however unarmored targets must Save or being to Bleed
  • Heavy Weight - Takes an additional Inventory slot.  
  • High Quality - The item is of masterful construction and of premium material. Might even have an ornate design carved into it. Has 5 equipment condition checks. Critical failure range is reduced by 1. Critical success range is increased by 1. You're gonna drop some serious nuevoYen on it, however. 
  • Laser - Shots are stack-able up to number of shots remaining. (ex. a fully charged medium weapon can fire 5d6 and 2d6 attacks on separate rounds before reload, or a full 7d6 requiring immediate reload)
  • Light Weight - Takes up one less inventory space. Down to 1/2 a slot. 
  • Nonlethal - Damage done by this weapon is nonlethal. 
  • Phosphorous - Targets must Save or take an additional 1d4 worth of Fire damage every round until a round is spent to extinguish the flames. Flammable objects ignite when shot. 
  • Poison - Fires poisonous darts/capsules that force target to make a Save vs Poison on a successful hit, or be poisoned. By poison. Through poisoning.  
  • Reinforced - Guns aren't made to hit things with. This one has a reinforced frame, allowing for melee attacks for 1 dice size smaller. (If already d4, damage is nonlethal)
  • Rend - Weapon fires ammo designed to damage the armor as it attacks. On top of the applied damage, Armor takes an equipment check. 
  • Security - Sensors in the grip read the user's fingerprints and only active the firing mechanism if the user is cleared. 
  • Silent - Weapon can be fired without a sound. 
  • Stun - On successful attack, target must Save vs Electric, or be stunned for 1d4 rounds. 
  • Suppressing Fire - Consumes four ammunition to force targets within 50' arc to Save vs Area Attack, or automatically lose initiative check next round.
  • Video Sight - Mounted camera on the weapon communicates with eye augment or display gear, allowing for aiming, even while not facing in the same direction.  
Grenade

Grenades present a bit of an issue for the system: they're throwable, exploding, and generally take up one inventory slot while doing 1d6. Actually, while thinking how to word this, I realized I could just add another subsystem. I ain't paying by the word here. I can yammer on as long as I want. Either way, Grenades get the Ranged and Exploding features from melee, plus one of the following:

  • EMP - Target caught in the explosion must make a further Save vs EMP or all of their equipment, including cyber augmentations, takes an equipment check.
  • Flashbang - Target must make an additional Save or be Blind and Deaf for 1d4 rounds. 
  • Gas - Grenade releases a cloud of gas. Target must further Save vs Gas or suffer effects related to the gas within.
  • Phosphorous - Jesus. Everything flammable within the blast radius catches on fire. Targets must Save or take additional 1d4 worth of Fire damage every round until a round is spent extinguishing the flames. 
  • Reinforced - Grenade can be used for bashing a bastard's head in for 1d4, should your anger get the best of you. 
  • Smoke - Explosion produces thick smoke which reduces visibility to zero. Anyone relying on normal sight is effectively Blind while in the cloud. 

Examples
     Yes, yes, I too hate lists of ever so slightly different things. Hopefully, however, this'll show off how vague the system can be for adaption and customization purposes. Think of a good one? Leave it in the comments below.


Exploding Fire Ax
Heavy Melee Weapon
Features: Exploding, Exploding, Exploding
     A fire ax with door busting capabilities built in. Deals 1d10+Str in melee, or 3d6 in explosion, but consumes the item. 

Mono-filiment Whip
Medium Melee Weapon
Features: Mono-filament, Light Weight
     Iconic. Terrifying. A single, six foot long strand of electrified carbon molecules weaponized via the addition of a weighted end. People that use these are either experts or expendable.

Mono-filament Katana 
Medium Melee Weapon
Features: Mono-filament, Light Weight
     A favored weapon by vat grown assassins. The slightest wrong move is deadly. 

Ballistic Electrified Knife
Medium Melee Weapon 
Features: Ranged, Electrified
     For the thug who really hates augments, but doesn't want to walk all the way over there to stab them. Blade does 1d6+Str against normal people, or 2d6 against Augments.

Board with a Nail in it
Medium Melee Weapon
Features: Cheap, Light Weight
     It's a board. With a nail in it. And you can find it just about anywhere, which is good, because it breaks often.

Fancy Board with a Nail in it
Medium Melee Weapon
Features: High Quality, Light Weight
     It's a fancy board. With a fancy nail in it. The board itself is a cloned Redwood, and the nail has an engraved floral pattern with black accents against gold plating. The perfect gift for the thug who has everything.

Rocket Yo-Yo
Small Melee Weapon
Features: Thrusters
     Literally just a weighted yo-yo with a model rocket engine epoxied to it. Does 1d4+1+Str damage.

Kongsberg "Mjolnir" Assault System
Heavy Melee Weapon
Features: Electrified, Ranged, Heavy Weight
     Big godsdamn two-handed war hammer attached to a power generator on the user's back. Takes up four inventory slots, but in addition to the standard melee attack, allows for an electrical area attack against everyone in a 20 foot radius once per combat.

Urban Ranger Hitting Stick
Medium Rifle Weapon
Features: Auto-Targeting, Reinforced, Silent
     A specialty made compound bow with a reinforced riser and limbs, useful for hitting people should they get too close. Does 1d8 ranged damage, and 1d6 melee damage.

Laser Cannon
Heavy Range Weapon
Features: Laser, Laser, Laser, Laser
     Listen, am I about to tell you it has the potential to fire a single 28d10 shot? Yes, I believe I am. Takes four rounds to reload, however; one per laser battery. (each battery provides 7 shots)

Overcharging Laser Cannon
Heavy Range Weapon
Features: Laser, Laser, Laser, Explodable
     Then again, why worry about reloading? Just flip the switch to overload (why is that there??) and throw at the enemy. Then just sit back and just watch for the potential 20d4 explosion.

Molly's Gun
Medium One-Handed Weapon
Features: Flechette, Poison
     Coated in a poison derived from shell fish and really useful for shooting over-rich insane people in the eye. The perverts.

Silent But Deadly
Medium One-Handed Weapon
Features: Laser, Silent
     Without the satisfying "PEW PEW" of it's brethren lasers, it's really just a lethal laser pointer.

Powerfist
Heavy Melee Weapon
Features: Electrified, Rend, Thrusters
     An electrified, spike knuckled glove with miniature rockets to push it into hitting slightly harder. Perfect for fucking someone's day up. Does 1d10+1+Str against non-augmented people or 2d10+1+Str against augmented people, and will ruin both of their armor.

      
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//GLoG/$_drones_

Drones: I make an augment to work with them, but then never provide them. I am justly cruel.

Drones are semi-autonomous devices that come in various sizes and are made for various purposes. From maglev mounted cameras to a weapons platform mounted on Boston Dynamics' cheetah, each brings a unique edge to a mission.

Drones and vehicles seem like they would be counted as the same thing, but they're different. Both are still controllable through the Drone Control augment, just vehicles are a different can of worms. Complete robotic bodies are yet another thing entirely.

Making Your Own

Now, as I've stated elsewhere, making pages and pages of ever so slightly different items is not a thing I'm keen on. So, what Papa Bear is going to do, is give you the framework to make your own, then let you kids run wild with the whole dang thing. Also, this method should allow for another generator.

What follows is a list of features, ranging from mobility to assault. That's not exactly a quantifiable range, but I think you know what I'm getting at. Each applied feature determines an operation of the drone. The number of features applicable depend on the size of the drone.

HDSizeNumber of Features
d4Small2
d6Medium3
d8Large4
d10Huge5

Small is roughly the size of a coffee cup
Medium is about the size of a house cat. A fat one.
Large is around the size of a microwave.
Huge clocks in at the size of a refrigerator.

Why, yes, I am in my kitchen writing this. Why do you ask?

Base Defense is 10
Base Attack is N/A
Base Movement is N/A
Base Stealth is 5

HD is the hit die used to figure the drone's structural integrity. Anything less that maximum is dinged or scuffed in someway, with a 1 being "technically functional."

Features

Mobility - Separated for easy finding.
  • Aquatic - Allows the drone to operate on, or below, the water. Adds Base Movement of 12 when in aquatic environments. Subsequent applications of this feature increase Movement by 2
  • Flight - Allows for drove movement through the air, including hovering. Adds Base Movement of 12 when in the air. Subsequent applications of this feature increase Movement by 2
  • Tread - Allows for the drone to move through soft terrain, such as mud and gravel, with ease. Adds Base Movement of 12 when on the ground, and ignores soft terrain penalties. Subsequent applications of this feature increase Movement by 2
  • Walker - It's got chicken legs. Also, it can climb up, and over, obstacles, allowing for vertical and upside-down movement. Adds Base Movement of 12 when on a solid surface. Subsequent applications of this feature increase Movement by 2
  • Wheels - Comes with or without spinners. Adds Base Movement of 14 when on flat, solid, firm surfaces. Subsequent applications of this feature increase Movement by 2
The Other Things - Left in a big damn heap. Still more organized than a Catalyst product. 
  • Armor Platting - Adds additional armor to the chassis. +2 to Defense.
  • Battering Ram - Hydraulic powered piston specially designed to beat the hell out of things in front of it. Adds 2-in-6 chance to break open a standard door. Each additional application increases the chance by 1-in-6. Structural hardness applies penalties.
  • Cargo - An empty slot allowing for 1 inventory worth of equipment to be stored and ejected. Lockable. 
  • Camera - Allows for remote visual.
  • Chemical Analyzer - Miniature laboratory that analyzes collected samples. Popular feature on Mars rovers. 
  • Dog Brain - Not a literal one, but a backup system that can carry out a simple command, should remote control suddenly be lost. If a dog could understand it, the command is simple enough. 
  • Electrical Shielding - Rubberized plates reduce incoming electric damage by 2 points. 
  • Fire Suppressant - Adds a fire suppressant system with enough suppressant to extinguish a campfire sized fire.  
  • Guardian - Armor plates that fold out, providing some measure of cover to those behind, at the cost of being a bigger target. Adds +2 to targets Defense, however suffers a -2 to own Defense. 
  • Grenade Launcher - Launches grenades. Adds base Attack of 11, or an additional grenade based attack.
  • Gun - Installs a gun (d6 Damage) and ammo for 21 shots (manually refillable). Adds base Attack of 11. Additional applications increase the gun size (d6>d8>d10)
  • Lights - External lights that allow for illumination. You know, like a light. Available in various colors. 
  • Manipulator - Adds a robot manipulator which is capable of performing basic gripping functions. Delicate operations are right out, i.e. It can hold the gun, but pulling the trigger is too fine of a motor function. 
  • Microphone - Allows for remote recording.
  • Mine Layer - Carries a single mine, which is deploy-able. 
  • Reloader - Additional inventory slot for 21 rounds of ammo, which automatically reloads when the base 21 are used. 
  • Repair - Internal systems patch up any detected damage, though it takes a while. Restores 1 HP per hour. 
  • Signal Jammer - Blocks all signals within a 200' radius.
  • Stealth - Modifies the propulsion system to run more silently. +2 to drone Stealth.
  • Targeting Array - Assists in remote aiming. +1 to all Attacks. 



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//GLoG/Optional/Ammo


The hand-waving of having "enough" ammo not enough resource management for you? Fine, fine, ammo subsystem.

Some Terminology we'll be using, most of it used incorrectly to real life:

  • Bullet - Misused term for centerfire cartridge consisting of bullet, propellant, and primer. 
  • Shot - An attacks worth of bullets. Varies based on type of gun.
  • Magazine - A collection of shots. Like a quiver for bullets. Fits three to an inventory slot.  

The Quick Way

21 shots worth of ammunition per inventory slot. Done. 

What? Not nitty gritty enough? Alright. 

The Longer Way

Now, internet looking suggests average magazine sizes are as follows:
  • Light pistols - 7 to 16 bullets
  • Modern Semi-Automatic pistols - 15 to 18 bullets
  • Modern Sporting rifles - 20 to 30 bullets
  • Machine guns - 45 to 100 to 200 bullets
Yes, yes, a wide range. Now, given a quiver in the standard system holds 20 arrows in slot, and a bow only shoots one at a time, that gives us 20 shots per slot. That calculation only took 6 minutes using Common Core. Anyway, if'n 3 magazines fit into an inventory slot, and we play it quick and loose with some of those above numbers, that'll give us
  • Light Pistols - 7 shots per magazine 
  • Medium Pistols - 6 shots per magazine
  • Medium Rifle - 6 shots per magazine
  • Heavy Weapons - We've moved into belt fed at this point. 
This gives up 21 shots for Light Pistols and 18 shots for Medium weapons. However, "21" is easier to recall than "21 and 18", so everything gets jammed into 21 shots per inventory. Even Heavy weapons. 

So you wasted all that time to show you're using an extra shot over the core system's standard 20? Yep, showing your work is important and assists in later design processing. Also, the majority of that was already typed out from two weeks ago when I was going in a different direction. Anyway, on to ammo types. 

Ammo Types

Acid - Damage is reduced to 1d4, however damage done is directly applied to the target's armor, lowering the Defense score of their armor by that amount until repaired. 

Armor Piercing - Highly illegal. Ignores 2 points of armor value. 
EDIT: After returning to work on this project a month later, this no longer makes sense to me. If the attack is defeating Defense value, it's assumed to be penetrating the armor. I meant it to lower the armor's Defense value, but in this system that translates to a bonus in Attack. Which is boring. Also, it's being done in a more balanced manner above and below. Sometimes I forget what system I'm in, I admit it.

Depleted Uranium - Leaves traces of radioactive material in the target. Also horrible cancer decades later!

Electric - Target must save or be Stunned for the round. 

Explosive - Does 1 dice size larger (1d4 becomes 1d6) damage, however any critical fails in attacking destroys the gun and damages the user.

Flechette - Fragile projectiles that shatter upon impact. Armored targets are immune to the damage, however unarmored targets receive an additional die worth of damage. (ex: Medium weapons do 2d6 instead of 1d6)

Non-Lethal - Rubber bullets, rock salt, and the like. Does the same amount of damage, however should the target be reduced to zero health with this type of ammo, they fall unconscious, rather than roll on the Death and Dismember table. Obviously, not usable in all weapons, like flamethrowers. 

Paint - Does 0 damage to the target, however a successful attack leaves blotches of paint upon the target/armor until scrubbed off. I...suppose this could be used in a flamethrower...technically. Seems silly.

Phosphorus - Target must save or take additional 1d4 in Fire damage. Flammable objects ignite when shot. 

Tracer - Does 1 die size lower (1d6 becomes 1d4) in damage, however the trace rounds add +1 to hit

Tracker - Not typically used in mass, simply from the cost. Nano computer encased in a projectile that's transmits it's location through out the cloud.


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//GLoG/equip.exe


So, Josh over at Rise Up Comis has been conned into very generously offered to run a game using these CyberGLoG rule set. To which end he notes the need for an equipment list, which brings us to this post. Who's ready for another list of things?

Prices are listed in NeuvoYen (Y), as it's one of the only remaining stable currencies. It's also one of the last paper currency left. The dollar isn't worth the paper it's printed on, and is still only accepted in the most of the Midwestern Micronations. The eastern US and Western Europe use a credit chip like currency, while Eastern Europe mostly uses bullets and alcohol. Lot of places use BitCoin. And there's always Company Script. But all this is fake, adjust the prices as you wish, tough guy.

"Wait, so how do I get these?" Fair question. The system is set up to give you starting items based on your past career and class, in addition to a standard set of starting equipment. You gotta use this equipment you have to make money, then find a dealer.

For the current players: I don't know what Josh is having us do, as we're gonna already be established in the one shot. Hassle him.

And yes, I know, a lot of this equipment only does one dedicated function. That's to avoid fiddliness. To keep it simple. I've an idea for upgrade slots, but 1) it's far from stream lined and 2) Shadowrun has shown there's no reason not to have ALL the upgrades. So what's the point? You want all the abilities, you're gonna have to make room in your inventory.

Inventory Slots and Encumbrance

Inventory slots and encumbrance work exactly as they do in the base system. You've a number of Inventory slots equal to your Strength + 2. Most items take up one slot, though two-handed weapons take up two. Armor takes up a number of slots equal to it's Defense bonus. Negligible items take up none, nor do coins and gems, should you encounter those antiques in this digital age.

You gain 1 Encumbrance point for every Inventory slot over your capacity. Armor too causes encumbrance at a rate of one point of Encumbrance per Defense point over 3. (Defense 4 provides 1 Encumbrance point, Defense 5 provides 2, etc)

Starting Equipment

Starting characters are assumed to at least have the following:

  1. Commlink
  2. Credit Chip
  3. "Enough" ammo for starting weapons
  4. Lower class living space 
  5. And a random item from your last career


Weapons

Weapons typically come in three sizes (Light, Medium, and Heavy) across two categories (Melee and Ranged).

Light Melee would be your daggers, stun batons, electro-brass knuckles. They do 1d4+Str damage and take up a single Inventory slot. They typically cost Y100.
Medium Melee would be your sword canes, rapiers, police batons. They do 1d6+Str damage and take up a single Inventory slot. If wielded with two hands, they do 1d8+Str damage. They typically cost Y400.
Heavy Melee would be your great swords, chainsaws, jaws-of-life. They do 1d10+Str and must be wielded with two hands. They take up two Inventory slots, and typically cost Y650.

Light Range would be your hold out pistols and stun guns. They do 1d4+Dex damage and take up a single Inventory slot. They typically cost Y150.
Medium Range weapons come in two forms: pistols (revolvers, machine pistols) and rifles (AK47, M16). Pistols do 1d6+Dex damage, take up a single Inventory slot, and allow for a free hand. Rifles do 1d8+Dex damage, take up two inventory slots, and need two hands to wield. They typically cost Y350 for pistols, Y600 for rifles.
Heavy Range weapons would be your miniguns, flame throwers, and sniper rifles. They do 1d10+Dex damage, take up two inventory slots and require both hands to use. They typically cost Y1500

This doesn't account for a third category, NewTech, which would be your lasers, sonic rifles, and anything weird or high scifi laying about. My suggestion is these should be rare and treated as magic items are in other games.

Grenades are technically ranged, and do 1d6 damage to everyone in a 20 foot radius. Flashbangs, on the other hand, force you to save vs blindness within the radius. They both cost you Y150 each.

Armor

Armor as well is divided into three sizes (Light, Medium, Heavy).

Light Armor would be your leather jackets, gambeson, or impact mesh. They provide a Defense bonus of 2, and typically cost Y200.
Medium armor would be kevlar vests, flack jackets, or those chainsaw safety pants things. They provide a Defense bonus of 4, and typically cost Y500.
Heavy armor is standard riot gear - kevlar over chainmail, interwoven with impact mesh. They provide a Defense of 6 and will run you a hefty Y1100.

And again, there's the NewTech. Here is where we get the power suits and electron shields. Good for big bads and McGuffins for stealing.

Riot Shields will run you Y1200 , take up a free hand, and provide standard shield bonus.

Equipment

Okay, alright, here starts the list. I can stay focused. Name, price, brief description. Items take up one slot, unless otherwise noted.

Breaking and Entering

Autopicker (Y1000) - A gun shaped device that fits a pair of lockpick in the "muzzle" and used by pulling the trigger. Adds +1 to lock picking attempts against mechanical locks.

Explosive Breaching Charges (Y250) - For when everything else in this section fails. Consumed on use.

Lockpicks (Y200) - Required for the use of the lockpick skill against mechanical locks.

Sequencer (Y250) - RNG add-on for a Skeleton passkey. Generates random combinations to attempt to force an electronic lock. Adds +1 to lockpicking against electronic locks.

Skeleton passkey (Y2000) - Blank keycard wired to a small handheld terminal. Required for lockpicking against an electronic lock.

Medical

Chemical Analyzer (Y700) - A briefcase sized laboratory used to analyze unknown chemical samples. If sample is not found within the on-board databases, it will return a compound most similar.

Dissection Kit (Y250) - Used for field surgery. And field dissection.

First-Aid Kit (Y50) - Required for First Aid skill usage. Consumed on use.

Medical Scanner (Y350) - Injects nanobots into the patient to provide medical condition readouts to the hand held remote. Provides +1 on First Aid usage. Nanobots are Y50 a dose, are consumed on usage, and eventually are absorbed safely by the host body.

Trama Patches (Y40) - Adhesive dermal patches (often called "slap patches" due to how they're applied) that are soaked in various pain medications and coagulators that get absorbed into the skin. Temporarily (about an hour) restores 1d4 hit points. Consumed on use.

Surveillance and Countermeasures

Binoculars (Y50) - You know what these are. Don't fight me on this.

Bug Scanner (Y500) - Scans local signals for known recording device (audio and video) signatures. Devices must save to remain hidden.

Hand Radio (Y500) - Antiquated technology that uses radio waves for communication. Your grandpa called them "Walkie Talkies" for some reason. Comes with ear piece and throat mic for an additional Y100.

Laser Microphone (Y600) - Measures the vibration of a smooth surface from up to 500 yards and translates to audio data. Immune to White Noise.

Nightvision goggles (Y800) - Generates a false light, green tinted image of the world around you, out to 100 feet, allowing you to effectively see in the dark. Inflicts a -4 to saves vs bright lights while using.

Signal Jammer (Y500) - Illegal. Blocks all signals within a 200' radius.

Vampire Data Tap (Y300) - A small clamp device with plural spikes on the inside used for physically tapping into network cables.

White Noise Generator (Y300) - Good for providing white noise to ease your tinnitus so you can sleep at night. Sucks, doesn't it? Oh how I regret the choices of my youth and long for the sound of true silence. Anyway, through turning the volume all the way up, this can also be used to generate background noise to throw off any audio recording devices.

Personal Entertainment

AR Goggle (Y750) - Allows for viewing of cyberspace over the physical world. 

Bag of Drugs (starting only) - 3 doses of your brand of drugs. Drug rules ain't written yet. Time for some rulings.

Commlink (Y1000) - Life in 20XX is built around these. They act as modern cell phones, data chip readers, cameras, audio recorder, audio player, AM/FM radio, PAN hub controller, digital assistant and much more. All this in a convenient 11"x8"x1" case! Buy yours now, and be sure to pick up the latest attachments today! (Commlink accessories are typically compatable with cyberdecks.)

Credit Chip (Y5) - Like a digital wallet and debit card. Law abiding citizens will note the convenience it provides. Your sort of people will note the "eggs in one basket" feature of it.

Gargoyle Suit (Y1500) - A body suit loaded with communication equipment and transmitters for more detailed interaction within cyberspace. Typically used for video games, special batons allow for melee attacks within  All active Face abilities cease to function while wearing this. You big nerd.

Neural Brainwave Editor (Y800) - An electrode system used to alter the user's brainwaves to a desired emotion, typically used for sleep induction. Called a "vizzy" by the same sort of people that refer to a neck based commlink as an "uvvy", cyberstoners typically rewire the unit to generate feedback, allowing for a software based high.

Stereoconversion Goggles (Y500) - Converts viewed 2D image to 3D. Popular among the spraypaint tagging crowd.

Tools

Breathing Mask (Y300) - A standard mask covering user's nose and mouth, with dual replaceable filters. Popular with Sprawl and Singapore city dwellers. Gives +2 for saves against gas. More chic versions allow for fresh air plug-ins, for the occasional treat of clean air.

Crowbar (Y50) - Or "prybar" for the anticorvites. Provides +2 on strength based attempts at prying something open.

Cutting Torch (Y250) - Hand held touch powered by oxy/acetalyne gas in replaceable fuel tank. Often used for cutting through metal. Replacement tanks are Y80.

Electronics Kit (Y250) - Used in and needed for repairing electronics.

Flashlight (Y25) - I shouldn't have to explain this one either.

Glowpaint (Y25/sq ft) - Glow-in-the-dark paint that gives off a soft glow. Good for locating the covered object in the dark, poor for seeing by.

Glowstick (Y10) - Six inch plastic tube chemical light. Crack and shake to activate. Provides soft light for 6 hours that's bright enough to read by.

Glowtape (Y25/yard) - Like Glowpaint, but in tape form.

Glue sprayer (Y150) - Mini aerosol canister of industrial strength super glow. Contains a single usage, which is enough to cover three square feet (such as gluing a door shut). Add a -2 penalty to any attempts at separating the bound items.

Glue solvent (Y90) - Mini aerosol opposite of the Glue Sprayer. Needed to counteract the penalty.

Protective Goggles (Y200) - Photosensitive protective eyewear, typically used by welders. Provides +2 to saves vs light.

Repair Kits (Y500) - Typically used for various repair jobs, kits come specific to the task at hand. Electronics kit is used to repair electronics, gunsmith kit is used in repairing guns, mechanics tool kit is used for mechanical repairs. Required to use those skills. Takes two slots.

Rope (Y20/yard) - Nylon rope with interwoven carbon fiber. Can hold about 2,000 lbs.

Spray Paint (Y20) - Comes in various colors and covers roughly 25 square feet of surface area.

Tech Diagnostical Tool (Y250) - Handheld computer (wrist mounted versions available) with diagnostic programs, electronic probes, and schematic databases. Gives a +1 situational bonus to computer device repair skills.



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